6 months of training in solitaire will get you absolutely nowhere in this game. The only way to learn this, is to play it against human opponents. Solitaire will not do, I'm afraid. Solitaire will make you learn the basics and that's it. You still make the mistakes and don't get trashed for it during solitaire playing. So find human opponents, the moment this comes unto the market and start trashing them (and be prepared to get trashed, too...).

WiF is a game in which players always make mistakes. There isn't any game of WiF in which I didn't say at one point to myself: "did I do that? Why? Am I that stupid?".

You people from Hoorn just don't get it, I have never lost in solitaire, I am 7 and 0, undefeated, why should I risk that record against a human opponent on second thought maybe Steve should make a poor AI that way maybe I can stretch my unbeaten record to 20 and 0 maybe even 30 and 0.

When you play an AI or yourself in solitaire and you make a mistake I have found that the best solution is to just turn the computer off before game save and play another day.

Bo

I think I'm slowly starting to understand you...

As an amateur psychiatrist, I think you are afraid to lose when playing against human opponents... You deny this by playing solitaire or against AI opponents... There's only one therapy possible: play against humans...

Hardware and Software Iíve confirmed that the changes Matrix/Slitherine Games programmers made to the NetPlay Server have reduced the time required to login etc. to the Server. The open items for Theme Engine remain unchanged: (1) scroll bars for the detailed map, and (2) its inability to display detailed listings of file directories (i.e., the dates and stuff when opening or saving a file).

Beta Testing In January I released 6 new versions to the beta testers: 10.00.01 (3 fixes), 10.00.02 (4 fixes), 10.00.04 (15 fixes), 10.00.05 (20 fixes), 10.00.06 (32 fixes) and 10.01.00 (29 fixes). Because I was messing around with the formatting for saved games, the beta testers never saw version 10.00.03. My change in numbering to 10.01.00 was to mark the start of the new month. Thatís 6 new versions and 103 fixes, which is approaching my average (116 fixes per month) before my health problems.

Below is a summary of my Master Task List (MTL) as of February 1st. During this past month I moved 26 items to a separate category (Recommended Improvements - not shown below) that I will work on after the gameís initial release. Those improvements will be provided to purchasers of the game as free patches.

My task list count is 92, down from 155 at the start of the month. Considering that I removed 26 items from the list, that means I am net -37 for the month. The NetPlay count is going to jump around for a while, since current NetPlay bugs are preventing the beta testers from reaching some places in the code (e.g., forming Vichy France). At the moment, what I am more concerned about is eliminating the non-NetPlay bugs, which presently stand at a new low of 78.

Map, Units, and Scenarios This just needs the final naval unit writeups from Warspite.

Optional Rules I fixed a couple of bugs related to Warlords.

Game Engine I finished fixing all the bugs in forming Vichy France (Rob W. did a ton of work testing my changes - sadly, sometimes they werenít correct!) and all but 2 of the bugs in Liberation. The latter should be easy to fix, once the beta testers can provide saved games so I can reproduce them. In the same general section of the sequence of play, I cleaned up the code for Conquest so all thatís left there is the unusual case where Italy is reconquered.

This past month I worked to eliminate all the bugs related to US Entry. Iíve got them down to one, for which I need a saved game to reproduce.

I havenít finished with supply yet. Still left to do are: 1. write a routine to determine if a supply path, that was previously valid, is still valid; this will drastically reduce the time required to recalculate supply, 2. check and evaluate when supply is calculated/recalculated during game play (the beta testers have reported instances when it hasnít been recalculated when it should have), 3. reduce the time required to calculate supply the first time (i.e., from scratch) to something acceptable.

The other big problem area is Production Planning, which Iíll tackle this coming month.

Player Interface This is done except for a scattering of 21 bugs. I eliminated some bugs with GameStackViewers that had been causing Mad Except errors (i.e., fatal crashes) for years. There are ~80 GSV components in numerous forms, which display lists of units. For example, the setup tray has 2 GSVs (air units and land/naval units) and so does the Land Combat Resolution form (attacking units and defending units). I also fixed a couple of bugs with Screen Layouts.

Internet - NetPlay I spent some time on NetPlay this past month and expect to continue to devote half my time to it in the future. Right now there are 14 bugs on my task list concerning NetPlay, some of which are preventing the beta testers from doing additional testing of NetPlay.

PBEM Nothing new.

Artificial Intelligence (AI) Nothing new.

Playerís Manual and Rules as Coded (RAC) Done as far as Iím concerned.

Tutorials and Training Videos The Tutorials are done. I fixed the last 2 bugs in the Interactive tutorials this month and Rob W. spiffed up some of his text.

The training videos are roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects I now have all the files I need as WAV files. Whatís needed is for me to insert calls into the sequence of play to activate these 3 glitz elements.

after all these decades wait for this game... you denude it of an AIO...

is matrix trying to scuttle this boat before it gets going?

Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

This is reasonable. It would be nice to see a computer opponent from the start, but as long as it's still in the works for an eventual post-release update that's fine.

If anything, something that bugs me and probably others who are interested in AI is the lack of any parallel progress on the LAIO parser and strategic plan scripts. I understand getting the code to work and implementing NetPlay is the priority and that you would need to do the coding for AIO later, but it seems that others (Peter, Rolf?) could still be doing something to at least get a mention in the monthly reports. There hasn't been much news since early 2012.

it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

This is reasonable. It would be nice to see a computer opponent from the start, but as long as it's still in the works for an eventual post-release update that's fine.

If anything, something that bugs me and probably others who are interested in AI is the lack of any parallel progress on the LAIO parser and strategic plan scripts. I understand getting the code to work and implementing NetPlay is the priority and that you would need to do the coding for AIO later, but it seems that others (Peter, Rolf?) could still be doing something to at least get a mention in the monthly reports. There hasn't been much news since early 2012.

Tap, Tap... Enigma isn't working. Get the Ultra guys in here!

On the other hand, once I return to working on the AIO, I will be able to devote almost all of my time to it (PBEM being the other task) - instead of sneaking off to spend a few guilty hours on my passion for AI (since 1976).

ORIGINAL: Shannon V. OKeets Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

Shannon, Thanks for the update. I could care less about the AI, they're always Artificial Ignorance to me in every game. I'm just interested in seeing the game mechanics working properly. I also don't care about the PBEM, this game just doesn't lend itself to PBEM play without reducing the ability of players to respond like in the board game. My biggest concern is the resource convoy system that was so frustrating in the ADG original computer version where the program always rethought whatever I set. As long as I can send resources along the pathways I select and the program doesn't change them if I look at them again or just before the turn resolution then I'm fine. If sub or raider activity messes things up then that's part of the game I expect.

after all these decades wait for this game... you denude it of an AIO...

is matrix trying to scuttle this boat before it gets going?

Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

Fair enough.

Sisyphus finally gets the boulder to the top of the hill. Zeus claps him on the shoulder and says "Good work! Now for the hard task!"

Project Management We are presently looking for a few more beta testers, primarily to give NetPlay a thorough workout. If you are interested and have the time for testing, please post a reply in the forum thread requesting new beta testers.

I was able to make a couple of weekly chorus sessions this past month and substituted as a bass for a half day in one quartet delivering singing valentines. Our first valentine was to a 2 year old girl who was wearing a brand new white dress covered in little hearts - very cute.

Hardware and Software The open items for Theme Engine remain unchanged: (1) minimizing the game generates a Mad Except error, and (2) so does trying to display detailed listings of file directories (i.e., the dates and stuff) when opening or saving a file.

Beta Testing In February I released 6 new versions to the beta testers: 10.01.01 (12 fixes), 10.01.02 (22 fixes), 10.01.03 (16 fixes), 10.01.04 (23 fixes), 10.01.05 (24 fixes) and 10.02.00 (11 fixes). My change in numbering to 10.02.00 was to mark the start of the new month and provide a full new version for the new beta testers. Thatís 6 new versions and 108 fixes, which, after taking into consideration that February was a short month, is my average (116 fixes/month).

Below is the summary of my Master Task List (MTL) as of March 1st. My task list count is 78, down from 92 at the start of the month. The NetPlay count is still jumping around, since as I fix NetPlay bugs the beta testers reach additional sections of the code to test. Presently I am slightly more concerned about NetPlay than the other bugs, which are at a new low of 62. Any bugs numbered higher than 1760 were reported in February. The bugs with 3 digits are from a time long, long ago.

Map, Units, and Scenarios This just needs the final naval unit writeups from Warspite.

Optional Rules I modified the Breakdown and Reform forms and the processing associated with them. This was to support two versions of each depending on whether the optional rule Unlimited Breakdown is On or Off. See the text and screenshots at the end of this report for what the modified entries in the Players Manual looks like for these forms. Unlimited Breakdown was the last of the optional rules I consider crucial for the initial release. Mainly that was because the CWIF code merged that new optional rule with the standard rules for breaking down and reforming corps/army units into divisions. What I had to do was separate the code into two sections, so it supports both the standard rules and the Unlimited Breakdown rules.

Game Engine The big problem area is Production Planning, for which I only fixed a couple of items last month. The beta testers keep adding bugs to that area, but I suspect many of them have the same root cause (oh - that was a pun). Once I bear down on that phase I should be able to clean it up in a week or so.

I havenít finished with supply yet. Still left to do are: 1. write a routine to determine if a supply path, that was previously valid, is still valid; this will drastically reduce the time required to recalculate supply, 2. check and evaluate when supply is calculated/recalculated during game play (the beta testers have reported instances when it hasnít been recalculated when it should have), 3. reduce the time required to calculate supply the first time (i.e., from scratch) to something acceptable.

Player Interface This is done except for 5 bugs related to maintaining the Detailed Map display in pristine condition.

Internet - NetPlay I spent a lot of time on NetPlay this past month and expect to continue to devote at least half my time to it in the future. Right now there are 16 bugs on my task list concerning NetPlay, some of which are preventing the beta testers from doing additional testing.

What I now have working are four air missions (strategic bombing, carpet bombing, ground strikes, and ground support), with the other four (port attacks, air transport, paradrop, and air reorganization) needing the loving attention of the beta testers. Today Iím working on fatal bugs in Antiaircraft Combat and Air-to-air Combat. Setup and most of the phases that start a new turn and impulse appear to function correctly, although I do have one bug for when both sides have to set up reserve units.

The technical aspects of playing over the internet seem solid; I havenít experienced any glitches. One of the beta testers reported that the program generated a Mad Except error (i.e., crashed) when both players left the game unattended for 10+ minutes. Iíll have to look into that.

PBEM Nothing new.

Artificial Intelligence (AI) Nothing new.

Playerís Manual and Rules as Coded (RAC) I sent a half dozen changes for RAC and the Playerís Manual to Matrix Games. These were about the new forms for the Breakdown and Reform phases and text for Reconquest and Reversion. There were two conflicting rules from ADG on the criteria for reconquest: (1) same as conquest, and (2) capturing the countryís capital. MWIF uses the latter.

Reversion applies to when a country is liberated. This is a decision the liberating major power must make about returning hexes to the liberated country. RAW states that reversion can be done on a hex by hex basis, which historically is how the politicians negotiate this stuff - sitting around a table with a map and arguing over where the new boundary lines between countries are going to be. In game terms, that would be a nightmare to code, so I drastically simplified the reversion rule to: (1) either all or none of the hexes in a liberated country are returned to their original owner, and (2) the decision is made once and forever immediately after the country is liberated.

Tutorials and Training Videos The Tutorials are done.

The training videos are roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects I now have all the files I need as WAV files. Whatís needed is for me to insert calls into the sequence of play to activate these 3 glitz elements.

Web Site Nothing new.

Marketing Nothing new.

------------------------------------------------------------------

Breakdown Corps/Army

Form Layout

As shown in figure 8.7.2.8.A, the original corps/army unit is displayed at the top, with its accompanying unit data panel. Available divisions of the same type are displayed in the box under First Division Choice, and all available INF and MOT divisions that could be used to break down the corps/army are shown in the box under Second Division Choice.

When using the optional rule Unlimited Breakdown (see section 9.3.8), the divisions are created by the program. That is, the divisions in the force pool are never used. There is only one first division, whose factors depend on the unit type, combat factors, and movement points of the corps/army. In most cases, two divisions are shown as possible second division choices: an infantry and a motorized. The sole exception is for German SS unit, as shown in figure 8.7.2.8.B. When breaking down a German SS corps/army, there are 4 choices for the second division, depending on whether you want the division to be German SS or not.

Using the Form

Select one division from each division list and then click on OK to break down the corps/army. If you change your mind, you can click on Cancel to avoid breaking down the unit. This process is the same whether or not you are using the optional rule Unlimited Breakdown (see section 9.3.8). The primary difference is that when not using the optional rule, you can only break down units into divisions available in your force pool.

Reform Corps/Army

Form Layout

As shown in figures 8.7.2.42.A and 8.7.2.42.B, the divisions to be reformed are on the left. All the possible corps/army units they can be reformed into are shown on the right, with a unit data panel underneath so you can examine the details of each corps/army unit.

The hex shown in this example contains three divisions: a MOT division, an INF division, and an ARM division. In the space between the INF and ARM divisions, you can see which one is being used to reform a corps/army unit. Figure 8.7.2.42.A shows the corps/army units that can be reformed using the INF division, indicated by "Use division above". Figure 8.7.2.42.B shows the corps/army units that can be reformed using the ARM division, with "Use division below" shown.

Note that when playing with the optional rule Unlimited Breakdown, the only divisions that can be used to reform a corps/army are those that were created by breaking down a corps/army. That is, the divisional units that start in the force pool can not be used to reform corps/army units. Instead, they either start the game on the map or can be build individually, like any other unit.

Using the Form

Click on a division on the left to select the one you want to reform into a corp/army unit. You can click on each one in turn to view the pool of units which may be reformed. If only one non-MOT division is in the hex, only one choice is available and is automatically selected.

If you are not using the optional rule Unlimited Breakdown, simply click on OK and the program randomly selects one of the displayed corps/army units. If you are using the optional rule Unlimited Breakdown, you first select a corps/army unit you want to reform and then click on OK. Should you change your mind and decide not to reform a unit, click Cancel at any time to exit the form.

This report is a day late because I had a meeting with our architect yesterday morning and a dental appointment in the afternoon. Together they subtracted 5 hours from my normal workday. The dentist was just replacing a couple of small, decides-old, amalgam fillings with resin fillings (black transformed to white).

With the architect we signed the final contract for her to begin work on the renovations to our kitchen and adjoining guest bathroom. Both are pretty much going to be gutted: new ceramic tile for the floors and shower surround, new tub, toilet, sinks, cabinets (23 by my last count), furring out 17 feet of walls by 4 inches, relocating the range, dishwasher, refrigerator, clothes washer/dryer, and the kitchen sink. Moving things around means rerouting the electric and plumbing lines. We are keeping the same appliances because they were purchased new over the past couple of years. There will be new countertops, including a built in table for breakfast/lunch for two. As part of all this, we are widening several doorways to ADA (Americans with Disabilities) specifications. The work is scheduled to start mid-June (ye gods, city permitting takes a long time) and the project will last 8 weeks! Eight weeks without a kitchen, the refrigerator in the living room, microwave meals on paper plates, the only running water in the master bathroom. It will be just delightful Iím sure. And the cost is 50% more that the price we paid in 1978 for a 4 story town house in Philadelphia. Everybody should by 3 or 4 copies of MWIF so they can give away copies to friends and relatives.

Hardware and Software The open items for Theme Engine remain unchanged: (1) minimizing the game generates a Mad Except error, and (2) so does trying to display detailed listings of file directories (i.e., the dates and stuff) when opening or saving a file.

Beta Testing In March I released 6 new versions to the beta testers: 10.02.02 (27 fixes), 10.02.03 (10 fixes), 10.02.04 (15 fixes), 10.02.05 (10 fixes), 10.02.06 (13 fixes) and 10.02.07 (7 fixes). Thatís 6 new versions and 82 fixes, which is well below my average of 116 fixes/month. But on the other hand I did beat both production planning and supply into submission while concurrently making substantial progress on NetPlay.

Below is the summary of my Master Task List (MTL) as of April 1st. My task list count is 70, down from 78 at the start of the month. The NetPlay list is very volatile , since as I fix NetPlay bugs the beta testers reach additional sections of the code to test. Presently I am more concerned about NetPlay than the other bugs, which reached a new low of 54. A dozen of those bugs are ďnot quite fixedĒ items I mostly corrected last month. I just need to touch up a few lines of code (where the paint hasnít dried). Another half dozen have been reported in the last couple of days, so I havenít really looked at them. I expect there to be ~16 that I can knock off at the rate of 8/day (based on my experience over the past couple months).

Map, Units, and Scenarios This just needs the final naval unit writeups from Warspite, who sent me writeups for the Polish land units last month.

Optional Rules Nothing new other than fixing a couple of bugs in last monthís new code for Unlimited Breakdown.

Game Engine I fixed most of the bugs in Production Planning this month, although the beta testers then identified a bunch of other stuff on that form that could be improved. I had cut the bugs in that phase from 26 down to 5, but they drifted back up to 10 while I was working on supply.

I still have some things to do to finish my new supply routines, but my big worry about elapsed time is gone. I reduced the time to calculate supply from scratch, when the map is full of units scattered all over the world late in the war, down to 8 seconds. It had been 45 seconds. For the small scenarios, calculating supply from scratch happens in the blink of an eye. Since the only time supply has to be calculated for all units from scratch is when a game is restored, players shouldnít notice the additional 8 second delay when restoring a saved game.

When starting a new game, supply is calculated instantaneously, as each unit is placed on the map. Once supply has been calculated once, itís only a matter of validating whether the previous determination for all the unitsí supply is still good. For most units that status wonít change. Weather and major disruptions in overseas supply can affect a lot of units, but even then a full recalculation for all units on the map wonít be necessary. Still left on my task list are: 1. Write a routine to determine if a supply path that was previously valid is still valid, and 2. Decide precisely when during game play supply needs to be recalculated.

Following this report is one of my Ďdailiesí from working on a supply bug (master task list #1081). There are also four screenshots of the resultant Supply Sources and Paths form, with commentary.

Player Interface This is done except for 5 bugs related to maintaining the Detailed Map display in pristine condition.

Internet - NetPlay I continue to spent a lot of time on NetPlay. Right now there are 14 bugs on my task list concerning NetPlay, half of which Rob W. sent me over the past week while I was working on Production Planning and Supply. Some of the 14 bugs are preventing the beta testers from doing additional testing.

Getting the scenarios that begin late in the war to start correctly for NetPlay took several days of my time. Both sides can decide about lend leasing units before anyone places units on the map. That makes Lend Lease the first Setup subphase and it is executed by both sides simultaneously. Whichever side finishes making those decisions first then waits for the other side. Setup also has a Scrap Units subphase for each major power, which gets done before units are randomly selected for the Setup Tray. All of that code now seems to work correctly. But there is at least one bug in the last subphase of Setup, when partisan units are placed on the board behind enemy lines. For instance, the Russians, Chinese, and French get to do that in some of the scenarios where the Axis starts the scenario having already occupied large portions of Allied home countries.

I havenít gotten Antiaircraft Combat to work. But then I havenít had time to look at that yet. Air-to-air Combat took up another couple of days of effort and while I made a lot of progress there, it has a ton of possible outcomes with different players making decisions. Each of AX, DX, AC, DC, AA, and DA has its own code mass that needs to run ďjust soĒ when there are two computers involved.

The technical aspects of playing over the internet seem solid except for the automatic disconnect (i.e., crash) when both players leave the game unattended for 10 minutes. Iím not sure what to do about that. If I can get the time interval up to 30 minutes before it crashes, I think Iíll ignore the problem. 10 minutes is too short for my taste, but if you walk away from the internet for 30 minutes, you should expect to have the connection dropped.

PBEM Nothing new.

Artificial Intelligence (AI) Nothing new.

Playerís Manual and Rules as Coded (RAC) Some issues arose last month about numbering the sections in RAC, since the Playerís Manual has a massive amount of cross references to RAC. These and other minor details mainly concern the Table of Contents and Index.

Tutorials and Training Videos The Tutorials are done.

The training videos remain roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects I have all the files I need as WAV files. Whatís needed is for me to insert calls into the sequence of play to activate these 3 glitz elements. I really wanted to get to inserting the sound effects last month, but was unable to find the time. Iíll see if I can get that done in the first half of April.

Web Site Nothing new.

Marketing Nothing new.

----------------------

Below is a short history of me trying to fix bugs in the supply routine.

The 4 screenshots show: Upper Left - Graziani, a secondary supply source, supplying Rommel and other units in the desert. Included in the list of supplied units are those that Rommel himself supplies. Note Grazianiís supply path tracing overseas to Athens and from there via rail to a primary supply source (Trieste) in Italy. Upper Right - Rommel acting as a tertiary supply source. Lower Left - Yeremenko out of supply. Yeremenko is under the Russian La-5FN fighter with a range of 3. Because Yeremenko is a hex experiencing Storm weather (shown under the heading Cost in the Path information), his basic supply path is only 2 hexes. It takes him 3 basic path hexes to reach the rail line NW of Kalinin. From there it would cost zero basic path hexes to reach Moscow because he could use rail lines all the way. But he first has to avoid the enemy ZOC exerted by the 5-4 German INF to its NE, so Yeremenko is out of supply. As are all the other units he could otherwise supply, including Timoshenko, who would be a tertiary supply source if Yeremenko were a viable secondary supply source. Lower Right - MacArthur acting as a supply source for the Free French (note the title above the list of supply sources). MacArthur has two supply paths. One is overseas back to a primary supply source in the US. The other is the one shown, which traces overland to a city in Australia. That is a Mixed supply path since for the Free French it uses both US and Commonwealth supply sources. The two supply sources might both be needed. While the one to the US could supply the units of all countries that cooperate with the US, it uses an overseas path so units themselves would not be able to use it if they trace overseas to MacArthur (only 1 overseas link is permitted in a supply path). The path to an Australia city is overland, so it doesnít impose that restriction. But because it traces to a Commonwealth primary supply source, it cannot be used by units belonging to minor countries aligned to the US (e.g., Philippines units).

1081 Supply 9.03.05 Post #4 Rob W. #80 January 18, 2012 Several supply problems, notably tertiary supply. There is a saved game from Aaron for testing tertiary supply as well as one from Rob. May 2, 2012 - Revise the code for finding overland and overseas supply for tertiary sources [currently tertiary supply sources are not calculated]. Three saved games available: CVPSupply and SupplySCS do not find Rommel as a tertiary supply source; TertiarySupply does not find Guderian and Balbao as Tertiary supply sources. August 24, 2012 - Added code for finding Tertiary supply by land and sea for major powers. August 27, 2012 - Tertiary supply for majors partially works. It needs to differentiate between paths that include aligned minor and/or cooperating major powers and those that do not. August 27, 2012 - There is a bug with units in coastal hexes not being able to find overseas supply. September 2, 2012 - Fixed a couple of bugs with determining supply for units in coastal hexes. February 10, 2013 - Thomas has another saved game. March 28, 2013 - In CVPSupply Rommel is not in supply. That appears to be because Graziani is not listed as a secondary supply source for Germany. The 3 units that can trace to Rommel are not listed as in supply or out of supply. The problems with the last is almost certainly because the units are tracing to Rommel but ConnIndex = LastConnIndex, which was producing an infinite loop. March 28, 2013 - Fixed a bug so secondary supply sources that trace overseas to a primary are added to the list of supply sources for cooperating major powers. In this case, Graziani in North Africa is now a valid supply source for German units. That puts one of the German units in supply, but Rommel (which is adjacent to Graziani) is shown as out of supply. He should be a tertiary supply source. The code reports that he is found to be a tertiary supply source, but he doesnít show up on the supply report as such. March 29, 2013 - Fixed the supply problems for Rommel, but now he appears twice in the list of supply sources (sigh). The changes I just made allow for HQs (and cities) to serve as multiple conduits for supply. For instance, it might lead back to a cooperating major powerís primary supply source and be useful for units belonging to both major powers - but not provide supply to units belonging to aligned minors. Or the HQ might trace to a capital of an aligned minor and then by rail to one of its own primary supply sources. In that case it could supply units belonging to itself and the aligned minor, but not those belonging to cooperating major powers. There is yet a third case, where the HQ uses both cooperating major power supply sources and aligned minor supply sources in its path back to a primary supply source. Then the HQ could only supply its own units. The code now searches for all these possibilities and correctly reports multiple supply paths in the Supply Sources and Paths form. March 29, 2013 - Rommelís supply is now perfect. There were duplicate entries since Rommel can supply both German and Italian units. I just had to make sure only one was displayed, depending on whether the player is looking at German or Italian supply. There are still German units OOS in a coastal hex of the Black Sea which should be able to trace supply overseas to von Bock who is in supply and also in a coastal hex of the Black Sea. Mao is listed incorrectly OOS as a secondary supply source; as a unit, Mao is in supply. The Japanese HQs in China are OOS when they should be able to trace a rail path to a port and hence overseas to Japan. Curiously, another Japanese HQ in Burma does just that successfully to be in supply, even though he has to go through 3 sea areas. March 29, 2013 - Fixed the problem with the Japanese HQs. The program now displays 3 routes for Terauchi, who is in China. One goes overseas to Tokyo, one goes to a city in Korea, and one goes to a city in Manchuria. This is all correct. The overland routes to the minor country cities enable units belonging to those minor countries to use Terauchi for supply even if they have to trace overseas to reach him. March 30, 2013 - The German units are correctly OOS. CWIF showed them as in supply but thatís wrong. HQs in coastal hexes can receive supply from overseas but they cannot send supply overseas. So von Bock cannot send supply over the Black Sea to the German units in a coastal hex. It took me 2 days to figure this out last September and another couple of hours this month to remember that I had previously deduced that the CWIF code for the rule was incorrect. Arrrgh! March 30, 2013 - In addition to Mao not being listed as a secondary supply source, there are units from Korea, Formosa, and the Netherlands which are incorrectly shown as OOS. All 3 of the minor country units should be able to trace supply overseas to a primary supply source. In the case of the Japanese controlled minor country units, they can also trace overland to a city in Japan. Something is wrong with some minor country units finding supply from their controlling major powers. There is also a 7-4 German INF in Estonia which should be able to trace to the port Parnu and from there overseas to Kiel. March 30, 2013 - Mao is listed as a secondary supply source for the USSR. The Nationalist Chinese HQs are listed as secondary supply sources for the Communist China. March 30, 2013 - Fixed the problem with the minor country units aligned to Japan. There was a missing code fragment needed to assign a major powerís primary supply sources as useable by its aligned minor countryís units. March 31, 2013 - The corrections I made for Robís saved game caused new problems in Aaronís. I took out those changes and now supply is correctly found for the German 7-4 INF. Corrected the bugs in both saved games concerning HQs that can reach the capitals of aligned minors overland as well as a primary supply source overseas. The pointers for the former were interfering with the pointers for the latter. March 31, 2013 - The Communist Chinese are also showing the Nationalist Chinese cities as primary supply sources. Solved the problem with the Nationalist Chinese cities showing up as Communist Chinese primary supply source. Also fixed the bug with Mao appearing in the USSR secondary supply sources list. March 31, 2013 - Stilwell does not show up in the list of United States secondary supply sources. Fixed the problem with the Nationalist Chinese HQs showing up as Communist Chinese secondary supply sources. March 31, 2013 - Added Stilwell to the list of US HQs but he still doesnít show up as a valid US secondary supply source when he traces supply to a primary Nationalist Chinese supply source (e.g., a Chinese city). Added Stilwell to the list of valid US supply sources when he can trace a rail path to a primary Nationalist Chinese supply source. March 31, 2013 - Duplicate MacArthur entries are in the list of valid secondary supply sources for the Free France. Fixed; the problem was not in the calculations, but instead in the display of multiple paths. April 1, 2013 - Fixed the problem with Mao. He was a special case since all other minor country HQs belong to countries that are aligned to a major power. The normal processing of major power secondary sources checks for them having supply. Mao needed his own personal set of code.

Crussdaddy has been unveiled as MWiFs lifetime Chief Playtester. He reported today he's been secretly helping with the promotion and playtesting of the game, and has done all in his power to assist with its completion. The Washington Post reported today that he explained: "I had all the code written years ago and gave it to Extraneous for debugging..."

Crussdaddy has been unveiled as MWiFs lifetime Chief Playtester. He reported today he's been secretly helping with the promotion and playtesting of the game, and has done all in his power to assist with its completion. The Washington Post reported today that he explained: "I had all the code written years ago and gave it to Extraneous for debugging..."

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale. Omnius

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale. Omnius

They are posted here because in the other section you are unable to comment on them. Long ago they were in one place and the reports were inter-spaced with comments. The way he does it now is better IMO.

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale. Omnius

They are posted here because in the other section you are unable to comment on them. Long ago they were in one place and the reports were inter-spaced with comments. The way he does it now is better IMO.

Hi Flipper, very happy to see your still around, join the beta team and help us out.